Guide

Tactics

Time on iceYou can manage the time spent by each of the lines in a row from 20 seconds to 2 minutes. For the 4th line you can set zero time, in that case your team will be playing with 3 lines only.

BalanceYou can proportionally increase/decrease attacking/defensive power of the line.

Tactics at even strengthThere are 5 basic player’s skills influencing the line’s total power:

Attack (only in attack)

Defense (only in defense)

Skill

Hits

Speed

The tactics are based on the players’ types and their type skills. Changing tactics you respectively change the correlation of these indicators, decreasing the value of some of the skills and increasing the value of the player’s type skill. Attack and defense skills have the same value with the other skills when choosing “without tactics” mode and just slightly yield to the type skills in other modes. Without tacticsAll main players’ skills are used equally. This tactical setting is neutral towards the others. Creative tacticsSkill is the type skill. This tactical setting fits masters. It has a bonus against speed tactics and a penalty against power tactics. Power tacticsHits is the type skill. This tactical setting fits musclemen. It has a bonus against creative tactics and a penalty against speed tactics. Speed tacticsSpeed is the type skill. This tactical setting fits speedsters. It has a bonus against power tactics and a penalty against creative tactics. Countertactics’ tableEach tactics has a bonus against one and a penalty against the other. The value of the bonus/penalty depends on the predominance of the team in the type skill of the tactics that gets the bonus. For example: the speed line A against the power line B. The speed line has an advantage over the power one, that’s why we check the difference in speed between the line A and line B. The higher the difference, the more is the advantage of the speed tactics, but minimal bonus equals 15% in any case. In the following table you can see how leftmost tactical settings relate to the top ones. For example, the creative tactics is effective against the speed one.

﻿

﻿Creative

Speed

﻿Power

W/o tactics

﻿Creative

﻿0

﻿+

﻿-

﻿0

﻿Speed

﻿-

﻿0

﻿+

﻿0

﻿Power

﻿+

﻿-

﻿0

﻿0

﻿W/o tactics

﻿0

﻿0

﻿0

﻿0

Chemistry for lines at even strengthIf the players’ types fit the chosen tactical setting, for example a master fits the creative tactics, the line gets a bonus to power:

The number of players who “fit”﻿

﻿Bonus

﻿1

+10%﻿

﻿2

﻿+20%

﻿3

﻿+30%

﻿4

﻿+32%

﻿5

﻿+33%

Note. The chemistry bonus is possible only when the tactical setting fits the chosen line. And as tactical settings are availible only at even strength, chemistry plays no role at uneven strength.

﻿Tactical settings and chemistry at uneven strength

No tactics chosenAll the players primary abilities are used equally. Is concidered neutral towards the others.Blue line shots (powerplay)Speed and hits are the dominant featuresChemistry is compiled of:0-16% - 2 snipers in the line0-24% - 3 players can be either musclemen or speedsters.Carousel (powerplay)Skill and speed are the most importantChemistry is compiled of:0-16% - 2 snipers in the line0-24% - 3 players can be either masters or speedsters.More passes (powerplay)Skill and hits are the most importantChemistry is compiled of:0-16% - 2 snipers in the line0-24% - 3 players can be either masters or musclemen.Square (shorthanded)Skill and speed are the most importantChemistry is compiled of:0-40% - 4 players can be either speedsters or mastersActive defense (shorthanded)Hits and speed are the most importantChemistry is compiled of:0-40% - 4 players can be either musclemen or speedstersClose snipers (shorthanded)Skill and hits are the most importantChemistry is compiled of:0-40% - 4 players can be either masters or musclemen

Another characteristic feature of these special formations is the fact that forwards (while in powerplay) can be used instead of defensemen. Though such substitution won increase chemistry.

Countertactics table

Countertactics bonus is counted in the same way as at even strength. Lets suppose "Blue line shots" is playing against "Square". Minimal advantage will equal 15%m but if players of a team playing in powerplay are better then the opponents by more then 15%, they will get a corresponding bonus.

﻿

﻿Square

﻿Active defense

﻿Close snipers

﻿Blue line shots

﻿+

﻿0

﻿-

﻿Carousel

﻿0

﻿-

﻿+

﻿More passses

﻿-

﻿+

﻿0

﻿No tactics chosen

﻿0

﻿0

﻿0

TeamworkEach player has his own teamwork points with the others. The more they play with each other the more points they have. Teamwork of all players withing the line is calculated into the lines shared teamwork. The maximal bonus given by teamwork is 20%. Teamwork works both while at even and uneven strength.

MoodThe mood increases/decreases the team’s indicators: the lines’ power at even and uneven strength. If the mood setting for the match was positive, all the players participating in the match will get a penalty to morale equal to the shift of mood setting. If the mood was negative, the players will get a respective bonus. Be careful with this indicator!

Tactical arrangements depending on timeSpecial arrangements performed according to various scenarios(goalkeeper change, play in 3 lines and others).1. If you leave the time slot empty, the arrangement is NOT going to depend on time, only score difference.2. If you leave the score difference slot empty, the arrangement is NOT going to depend on score difference, only time.3. If both slots are left unfilled, the arrangement will occur befor the match starts.4. Positive value of score difference indicates score advantage of YOUR team. If this value is negative - YOUR team is at disadvantage.5. Each arrangement happens only once a match.

PoliciesPolicies are additional settings for the game reflecting the game style of your team.Fire+10% to attack of each line at even strengthDiscipline+10% to defense of each line at even strengthFirst line+20% to power of the first line at even strengthHurricane+10% to the possibility of counterattacksThe last outpost+10% to power of goalkeeperSniper+10% to shots of all playersSupercenter+10% to face-offsSpecial lines +10 to attack in powerplay, +10% to defense while shorthandedMotivator+2 to morale before every official game